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Dive into the research topics where Tilo Hartmann is active.

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Featured researches published by Tilo Hartmann.


Journal of Computer-Mediated Communication | 2006

Gender and Computer Games: Exploring Females’ Dislikes

Tilo Hartmann; Christoph Klimmt

On average, girls and women are less involved with video games than are boys and men, and when they do play, they often prefer different games. This article reports two studies that investigated the dislikes of German females with regard to video games. Study 1 applied conjoint analysis to female respondents’ (N= 317) ratings of fictional video games and demonstrated that lack of meaningful social interaction, followed by violent content and sexual gender role stereotyping of game characters, were the most important reasons why females disliked the games. Study 2, an online survey (N= 795), revealed that female respondents were less attracted to competitive elements in video games, suggesting an explanation for gender-specific game preferences. These findings are discussed with respect to communication theory on interactive entertainment and their implications for applied video game design.


Playing Video Games: Motives, Responses, and Consequences | 2006

Effectance, self-efficacy, and the motivation to play video games

Christoph Klimmt; Tilo Hartmann

When communication researchers consider computer games (and video games) as a new form of media entertainment, they typically highlight those games’ interactivity because it is the main feature that distinguishes them from most other kinds of entertainment (Grodal, 2000; Vorderer, 2000). Not only do game players actively process information provided by the medium (as do viewers, readers, and users of other noninteractive media), but they also contribute substantially to the quality and progress of the media product itself. Their decisions and actions determine how a game looks, how it develops, and how it ends. Consequently, most theoretical work on the enjoyment of playing computer games has focused on the issue of interactivity and player action during game play (Klimmt, 2003, 2005). In order to handle modern entertainment software successfully, users must stay alert for most of the playing time and be able to respond quickly and appropriately to incoming new information. Some, if not many, of these responses may be automatized (Bargh, 1997) for efficient execution and conservation of cognitive processing resources. But, in general, the use of computer games should be modeled as a complex and multifaceted kind of action. Therefore, research on the psychology of action (e.g., Gollwitzer & Bargh, 1996; Heckhausen, 1977) offers theories and empirical findings that may help explain why people play and what they do during playing. Adopting the perspective of the psychology of action means searching for motifs (and motivations) of playing.


Communications | 2008

The PSI-Process Scales. A new measure to assess the intensity and breadth of parasocial processes

Holger Schramm; Tilo Hartmann

Abstract Research on parasocial interactions (PSI) and parasocial relationships (PSR) refers back to a tradition of 50 years. However, research on both phenomena still suffers from overlapping definitions and resulting measurements that do not distinguish between PSI and PSR. The present study presents a post-exposure measurement tool (the PSI-Process Scales) that aims to measure PSI instead of PSR. It is derived from a theoretical model that specifically focuses on PSI. Psychometric analyses indicate the tools high usability. It is capable of displaying both the intensity and the dimensionality of PSI. It can be applied to measure both positive and negative PSI across all TV formats, without changing the item wording. In sum, the PSI-Process-Scales may offer a valuable alternative for researchers in the field, specifically if they want to assess parasocial processes that take place throughout TV exposure.


Computers in Human Behavior | 2008

Influence of individual factors on presence

Ana Sacau; Jari Laarni; Tilo Hartmann

The present paper is a review of the role of individual factors in Spatial Presence. If Spatial Presence is a subjective mental phenomenon psychological factors must have an important role on it. Our review shows that, even though many authors claim about the need for a better understanding about this relation, empirical evidence is still very limited. Personality-related factors as absorption, and the capability to be immersed show to have an influence on the sense of Presence. Additional evidence is needed for the role of such factors as extraversion/introversion. Evidence of the impact of cognitive abilities on Presence in complex media environments is greatly indirect, and based on studies investigating the effect of those cognitive abilities on situation awareness and task performance. The role of practice and demographic factors is also considered.


Cyberpsychology, Behavior, and Social Networking | 2011

The Role of Health Anxiety in Online Health Information Search

Susanne E. Baumgartner; Tilo Hartmann

This article is one of the first to empirically explore the relationship between health anxiety and online health information search. Two studies investigate how health anxiety influences the use of the Internet for health information and how health anxious individuals respond to online health information. An exploratory survey study with 104 Dutch participants indicates that health anxiety is related to an increase in online health information search. Moreover, results suggest that health anxious individuals experience more negative consequences from online health information search. Findings from an experimental study (n=120) indicate that online health information results in greater worries among health anxious individuals compared to nonhealth anxious individuals only if the information stems from a trustworthy governmental Web site. Information from a less trustworthy online forum does not lead to greater worries among health anxious individuals. In sum, the Internet appears to play a pivotal role in the lives of health anxious individuals.


Playing Video Games: Motives, Responses, and Consequences | 2006

The influence of personality factors on computer game choice

Tilo Hartmann; Christoph Klimmt

When communication researchers consider computer games (and video games) as a new form of media entertainment, they typically highlight those games’ interactivity because it is the main feature that distinguishes them from most other kinds of entertainment (Grodal, 2000; Vorderer, 2000). Not only do game players actively process information provided by the medium (as do viewers, readers, and users of other noninteractive media), but they also contribute substantially to the quality and progress of the media product itself. Their decisions and actions determine how a game looks, how it develops, and how it ends. Consequently, most theoretical work on the enjoyment of playing computer games has focused on the issue of interactivity and player action during game play (Klimmt, 2003, 2005). In order to handle modern entertainment software successfully, users must stay alert for most of the playing time and be able to respond quickly and appropriately to incoming new information. Some, if not many, of these responses may be automatized (Bargh, 1997) for efficient execution and conservation of cognitive processing resources. But, in general, the use of computer games should be modeled as a complex and multifaceted kind of action. Therefore, research on the psychology of action (e.g., Gollwitzer & Bargh, 1996; Heckhausen, 1977) offers theories and empirical findings that may help explain why people play and what they do during playing. Adopting the perspective of the psychology of action means searching for motifs (and motivations) of playing.


Journal of Risk Research | 2016

Swine flu and hype: a systematic review of media dramatization of the H1N1 influenza pandemic

Celine Klemm; Enny Das; Tilo Hartmann

Highly disconcerting at the time, in retrospective, the 2009 H1N1 influenza pandemic looks like much ado about nothing. As a consequence, many accused the media of having created an artificial hype or hysteria around the new virus, thus contributing to unwarranted public fear. The current paper set out to examine the validity of such accusations. We integrated empirical findings on whether the media dramatized H1N1 on a global scale through systematically reviewing prior content-analytic studies. We developed a coding scheme specifying three indicators of dramatized media coverage that – together – inform about how mass media coverage about H1N1 may amplify risk perceptions in the public: (a) the volume of media coverage, (b) the media content presented, particularly an overemphasis of threat while neglecting measures of self-protection and (c) the tone of coverage. Results show that media attention was immense, that news content stressed threat over precautionary measures, while the pattern of coverage tonality remained nebulous due to conflicting findings. The present review also revealed a critical gap in existing knowledge about the tone of media coverage on H1N1, and discusses implications for future research on dramatization of public health risks by the media.


Communication Research | 2017

The Role of Cognitive and Affective Challenge in Entertainment Experience

Anne Bartsch; Tilo Hartmann

Recent approaches in entertainment research highlight the distinction between hedonic (pleasure-seeking) and eudaimonic (truth-seeking) entertainment experiences. However, insights into the underlying processes that give rise to these different types of entertainment experiences are still scarce. This study examines the assumption that individuals’ entertainment experience varies by the level of cognitive and affective challenge posed by the media content. We tested this assumption in a 2 × 2 experiment in which we examined the effects of cognitive and affective challenge on individuals’ entertainment experience (fun, suspense, and appreciation). Cognitive and affective challenges resulted in stronger appreciation of the movie, affective challenges resulted in heightened suspense, whereas the absence of both cognitive and affective challenges fostered the experience of fun. These results further the theoretical understanding of hedonic and eudaimonic entertainment in that they support the idea that fun is linked to recreation, whereas appreciation is linked to cognitive challenge and personal growth.


international conference on interactive digital storytelling | 2008

The IRIS Network of Excellence: Integrating Research in Interactive Storytelling

Marc Cavazza; Stéphane Donikian; Marc Christie; Ulrike Spierling; Nicolas Szilas; Peterr Vorderer; Tilo Hartmann; Christoph Klimmt; Elisabeth André; Ronan Champagnat; Paolo Petta; Patrick Olivier

Interactive Storytelling is a major endeavour to develop new media which could offer a radically new user experience, with a potential to revolutionise digital entertainment. European research in Interactive Storytelling has played a leading role in the development of the field, and this creates a unique opportunity to strengthen its position even further by structuring collaboration between some of its main actors. IRIS (Integrating Research in Interactive Storytelling) aims at creating a virtual centre of excellence that will be able to progress the understanding of fundamental aspects of Interactive Storytelling and the development of corresponding technologies.


Journal of Media Psychology | 2016

The spatial presence experience scale (SPES): A short self-report measure for diverse media settings

Tilo Hartmann; Werner Wirth; Holger Schramm; Christoph Klimmt; Peter Vorderer; Andre Gysbers; Saskia Böcking; Niklas Ravaja; Jari Laarni; Timo Saari; Feliz Ribeiro Gouveia; Ana Sacau

Abstract. The study of spatial presence is currently receiving increased attention in both media psychology and communication research. The present paper introduces the Spatial Presence Experience ...

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Martin Tanis

VU University Amsterdam

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Enny Das

Radboud University Nijmegen

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Jari Laarni

VTT Technical Research Centre of Finland

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H. Sungur

VU University Amsterdam

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Marco Dohle

University of Düsseldorf

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